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Title                   : Vanilla compatible light effects
Filename                : transfer.wad, lights.wad
Release date            : 27/04/04
Author                  : Lee Szymanski
Email Address           : Lee_szymanski@hotmail.com
Other Files By Author   : Map 20 Darkening2 'annihilator' 
			  Map 25 Darkening2 'Sureshot' (addon)
			  Map 28 10 Sectors 'evicer-station'
			  Map 06 Alien Vendetta 'hillside siege'
			  Map 01 Xfire.wad Deathmatch level
			  Map 02 Xfire4.wad Deathmatch level
			  Map 03 Xfire5.wad Deathmatch level
			  Map 04 Xfire6.wad Deathmatch level
			  Map 24 Alien Vendetta 'clandestine complex'
			  Map 01 fenexam.wad
			  Map 01 fendoor.wad
			  Map 01 fenlift.wad
			  Map 07 Endgame 'Water treatment facility'
				 
Misc. Author Info       : former mapper
 
Description             : Vanilla compatible light effects
 
Additional Credits to   : id for DOOM. Anthony Soto and Opulent for their support. Ola and 				the Darkening team for accepting my map and giving me the kickstart, 			and everybody i've forgot :)


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* What is included *
 
New levels              : 
Sounds                  : No
Music                   : No
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No 
Other files required    : N/A
 
 
* Play Information *
 
Game                    : DOOM2
Map #                   : Both map01
Single Player           : Player start only 
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : N/A
Difficulty Settings     : N/A



These examples are based on much older and well known effects. A few tweaks makes them more effective. 

***Transfer.wad***

This map shows how to have differing ceiling and floor light levels. The examples show bright lights and nukage in a dark corridor.

I used the effect before in fenlift but it should be easier to see how it works here. The basic idea is to have a central room surrounded by a sector which controls the effect. The map has a corridor at light level 128 and sectors at the side at 255. By setting the height of the dark room much higher than the surrounding sector DOOM will draw the bright ceiling over the dark floor.

There are three examples of bright ceilings, one is basic and the other two have flashing lights. All three require the bright sectors within the corridor to have a floor at -1024, this prevents a bright floor being viwed by the player. This unfortunately blocks walking monsters.

The nukage effect is essentially the reverse of the bright ceilings. The difference being the need to stop the player falling to -1024, this is achieved with a single linedef referenced to the surrounding sector.

***Lights.wad***

These are pretty self explanetary and use the same effect. The bright ceilings require the floor height is -1024 or similar and blocks monsters. The bright floors work fine with monsters. The last example shows how to carry the effect across differing ceiling heights, which is thankfully easy. I've left the grid at 4 to make things easier to view, a smaller grid helps some of the effects.  




 
* Construction *
 
Base                    : New from scratch
Build Time              : Unknown
Editor(s) used          : DeepSea 11.6, Doombuilder
Known Bugs              : No 
May Not Run With...     : Most 3d ports will screw up.
 
 
* Copyright / Permissions *
 
Authors can use these levels as they want.
 
 
* Where to get the file that this text file describes *
 
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors



 

